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Hands-On C++ Game Animation Programming
book

Hands-On C++ Game Animation Programming

by Gabor Szauer
June 2020
Beginner to intermediate content levelBeginner to intermediate
368 pages
7h 23m
English
Packt Publishing
Content preview from Hands-On C++ Game Animation Programming

Chapter 8: Creating Curves, Frames, and Tracks

In the early 2000s, it was common for games to take an animation that was authored in a 3D content creation tool such as Blender or Maya, play back the animation, and sample the transform of every joint in the animation at set intervals. Once the animation was sampled, the game's runtime linearly interpolated between the sampled frames.

While this works (and is doable with glTF files), it's not the most accurate way to play back animations. It wastes memory by including frames that don't actually need to exist. In a 3D content creation tool, animations are created using curves, such as the one shown in the following screenshot:

Figure 8.1: The Blender 3D curve editor

Modern games and animation ...

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Publisher Resources

ISBN: 9781800208087Supplemental Content